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Humanoid MoveTo() without collision?

Asked by 8 years ago

I've searched for a way to manipulate the movement of models with and without loops. The only SMOOTH method I've seen is by calling the Humanoid:MoveTo() method. However this becomes very limiting in what you're able to create because of collision.

This video illustrates what looks like from my eyes to be the Humanoid:MoveTo() due to its smoothness and lack of visible frame lag that dozens of CFrame interpolation loops would cause.

Any idea how this is achieved without collision? If you've had experience with Humanoid models, you quickly learn their CanCollide property of several body parts always remains True even after setting to false. Has this guy managed to create his own MoveTo() method, or am I missing something?

Dozens of CFrame interpolation loops of non-Humanoid models would cause massive frame lag, especially with how smooth those models move in the video.

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I think you're severely underestimating your computer if you think that CFraming 100 models @30 fps is too slow. Here's a simple test case, assuming you've already spawned a Dummy into Workspace from the Animation Editor: http://hastebin.com/aqocogamab.lua. @30 hz it's ~14278 on my i3. XAXA 1569 — 8y
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Except you need some kind of wait() in order for it to not move instantly in a blur to the end of the loop. I tried doing this in a really lazy way but it illustrates the problem http://hastebin.com/ebagiruhob.lua SirQuixotic 0 — 8y
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There are two scripts in that file ^^ The move script takes a random direction every 20 movements, and moves in that direction. With 100 cloned dummies (with and without Humanoids) I get about this --- Movements per second: 19.390686300679 Movements per frame @ 30 fps: 0.64635621002263 Fractions slower than your test script. I can even see the movements slow when my CPU has a high load SirQuixotic 0 — 8y

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